Posts Tagged software
Nokia Messaging for social networks beta now with Twitter
Posted by My Cool Gadget in Symbian on December 16th, 2009
After Facebook, Twitter is the second social networking service brought to your smartphone by Nokia Messaging for social networks. The applications helps you to keep in touch with the rest of your gang no matter where you are or what time it is.
Regarding Nokia Beta Labs’ IM client, today’s news seem even more tempting. Social networks make instant messaging looks so outdated. With services like Facebook or Twitter you can not only chat your friends, but also view images and videos and do so much more.
Before you follow that link to download the application just take a look at that short video demoing Nokia Messaging for social networks beta.
The Nokia Messaging for social networks beta 2 now offers support for two of the most popular social networking services – Facebook and Twitter. With its help you can easily access either of the services using the contextual homescreen widget. And what is more important: the app supports push notifications so you get the news the moment it happens.
With the new version you can update your Twitter status, view and reply to Tweets. Thanks to that social network client you can also upload images and videos, view upcoming events and contact your friends via multiple ways such as SMS, call, email, or, naturally, a comment.
Nokia Beta Labs promise to increase the number of supported services very soon. The same goes for the supported devices since at the moment you can take advantage of the Nokia Messaging for social networks beta only if you own a Nokia N97, Nokia N97 mini or a Nokia 5800 XpressMusic touchscreen equipped smartphone.
Opera Mobile 10 to run on Android and BREW
Posted by My Cool Gadget in Google Android on December 12th, 2009
Opera may be the underdog of desktop browsers but they have a strong foothold in the mobile market. Now, they are expanding their reach by introducing Opera Mobile for Android and the BREW platform – they get the latest Opera Mobile version 10.

The Android and BREW version are only available for operators and OEMs for now. Apparently, there are “limitations that hinder mass consumer distribution”. We’re guessing it has more to do with the licensing agreements than the platforms capabilities.
Opera are very proud that with Opera Mobile 10 (and Opera Mini 5) they’ve converged the interfaces – check out the screenshots, they look exactly alike. For the regular user that probably doesn’t mean much, unless they have two phones running different OSes, but for carriers and OEMs it will simplify customer support.



Anyway, we’re excited to see Opera Mobile come to Android – especially if it sports the Turbo mode. There already is a port of Opera Mini 4.2 for Android but it’s not the same – v4.2 lacks a lot of the goodies of version 5.
It’s good news for the BREW platform too, we guess. At the very least, when the rumored HTC Touch.B comes out, it’s guaranteed to have a decent browser.
Mobile-app makers prepare for a gold rush
Posted by My Cool Gadget in Others on December 10th, 2009
Less than five years ago, developers were just beginning to create high-bandwidth media apps with the help of freshly-introduced 3G wireless data networks. But the carriers weren’t quite ready to open up that fire hose. Nor were the hardware makers, who were creating hardware designed mainly for business users who wanted to check email and play a hand or two of solitaire.
Fast forward to now. Both sides are reaching a kind of equilibrium. Smart phones and handhelds like the iPod touch, Nintendo DSi, and PSP Go now come bundled with application stores. And those applications on the mobile side can slurp up high-speed data from networks that are becoming larger, faster, and hardened for heavy use. But with that equilibrium, application makers have a problem: There’s a lot of competition.
And it’s getting worse.

Zynga’s vice president Bill Mooney left the traditional gaming industry to make social and mobile apps.
At blog VentureBeat’s DiscoveryBeat event Tuesday night, developers (the majority of which professed via a public hand raise to creating mainly for the iPhone) were given a seminar by those who have already had to tackle the challenge of gaining user attention, and who came out on top. The most prevalent solution? Build something fast, then move on. If it sticks, and people like it, great. If not, you’ve got other things you’re working on. And hey, if you’ve got some cash to throw around, advertise it somewhere!
Though where to spend that marketing money has also become an increasingly complicated endeavor. Developers with new apps can throw their money into a public relations firm who they hope knows how to pitch the right people and build an advertising campaign. But that may not be as enticing as using one of the next-generation ad platforms that have cropped up, like AdMob (now owned by Google), PurpleTalk, or Medialets. These services have found creative ways to promote iPhone apps within other apps, or at least make a free app profitable by sticking advertising within it.
At the event, one of these companies, called Flurry Analytics, pitched its middleman service, which was launched last month. It offers both an analytics engine for mobile applications, as well as something called AppCircle, which serves app recommendations to users based on how they’ve used the apps that are a part of the program. In turn, when one of those apps gets purchased as part of a recommendation, both the app that’s serving the ad, and Flurry get a cut of the sale. Apple, on the other hand, bases its recommendations off what’s installed on one user’s device compared to a group of other users who may have some of those same apps, too.
Through its analytics service, Flurry has seen a rise in developers that have bucked the trend of being steamrolled by larger companies. In a panel on how to create apps, Flurry Vice President of Marketing Peter Farago highlighted that the little guys have just as much of a chance to make it big. “Many more companies are making a lot more money,” he said. “It’s not like a South American country where one percent of the population has all of the wealth.” Earlier in the evening, Flurry’s CEO Simon Khalaf had even compared today’s application marketplace to the beginnings of the automotive industry.
Size can be a problem though. While the iPhone’s more than 50 million users and 100,000 applications are impressive, that still represents a fraction of the mobile-phone market at large. Knowing this, companies likeYouWeb have stepped in to expand how many places a developer’s app can show up.
On Monday, the company launched a product called Sibblingz that helps developers set up their titles to work on the iPhone as well as on places like Facebook or on a standalone site. YouWeb founder Peter Relan said his company had seen user engagement go way up when a user was able to access that same app no matter where they were, or what device they were using. He also noted that there are a whole lot more people with access to a Web browser than a smartphone with a data plan, which gives app developers the potential for a much larger user base.
Still, a lot of it boils down to pure luck. As Smule’s co-founder Ge Wang mentioned in a panel, his company’s Ocarina app (which simulates a pan flute) was released at a time when few other audio apps were taking advantage of the iPhone’s microphone hardware. As a result, users flocked to it, making it a top-selling app. Wang also underscored the importance of rapid development, which Smule was known for at least early on. It was releasing its audio-focused apps just weeks apart from one another. But that has since stopped. The company’s latest app, “I Am T-Pain” has been on Apple’s top charts since September, and this week was picked as one of the best apps of the year by Apple–a move which is sure to bring more sales.
And that’s another thing that kept coming up: Developers need support from the companies who run these stores. In the case of Apple’s App Store, that’s especially true. Apps or games that get a nod from the media can have a flash-in-the pan on the top paid or free charts. But getting featured by Apple somewhere within the iTunes store, or in one of its print ads can create a large spike in sales that lasts for a week or more (that’s the time between iTunes store refreshes), with a strong, residual effect shortly thereafter due to a higher spot in the charts. A recent example of this came from developer Return7, whose Billminder app sales skyrocketed after being featured.
Where that balance in power could change is with more solutions like Flurry’s AppCircle, and with standalone recommendation apps such as the recently-launched Chorus service. Seeing that, Apple and the other app store owners must be cooking up something that will keep both users and developers within their respective ecosystem. In the meantime, it’s anyone’s game.
[Josh Lowensohn]
SMS VCard Add-on for Blackberry
Posted by My Cool Gadget in Blackberry on September 27th, 2009
Overview:
The SMS VCard Add-on is a Blackberry add-on that enables Blackberry users to receive, import and send contacts using the same SMS protocol as Nokia.??The “SMS VCard Add-on” enables interoperability between Blackberry and Nokia phones: now you can save on your Blackberry all VCards you receive in SMS from Nokia and send contacts using SMS to Nokia users.
Features:
- Full support for receiving Contacts by SMS.
- Only Name, Phone and E-mail fields are sent via SMS due to SMS size restrictions.
Minimum Requirements:
SMS plan
Operating system v 4.5
Display Dimensions?:
240 x 160, 240 x 240, 240 x 260, 240 x 320, 320 x 240, 480 x 320, 480 x 360?Operating System?4.5, 4.6, 4.7 Non-Touch, 4.7 Touch Screen
Compatible BlackBerry:
8100 (Pearl), 8110 (Pearl), 8120 (Pearl), 8130 (Pearl), 8220 (Pearl Flip), 8230 (Pearl Flip), 8300 (Curve), 8310 (Curve), 8320 (Curve), 8330 (Curve), 8350i (Curve), 8520 (Curve), 8700c, 8700f, 8700g, 8700r, 8700v, 8703e, 8705g, 8707g, 8707h, 8707v, 8800, 8820, 8830, 8900 (Curve), 8930 (Curve), 9000 (Bold), 9500 (Storm), 9530/9530T (Storm), 9630 (Tour)
Top Six Business Application for Blackberry






Apple sheds light on App Store approval process
Posted by My Cool Gadget in iPhone on August 24th, 2009
It’s been over a year since Apple inaugurated its App Store, but we finally have a sense of how the approval process works.
Apple has been reluctant to publicly discuss how developer-created applications get approved, but the federal government forced its hand by sending an official query regarding the rejection of Google Voice several weeks ago. On Friday, Apple answered a series of questions posed by the FCC regarding the App Store and its evaluation policies, and there were several interesting revelations.
First, Apple says Google Voice was not rejected, it just hasn’t been approved, and that AT&T was not consulted in that decision at all. AT&T told the FCC the same thing in its own response to the agency’s questions Friday.
But, Apple said in its response letter that while AT&T is not consulted regarding submitted applications, that hasn’t stopped AT&T from complaining about apps it doesn’t like.
“From time to time, AT&T has expressed concerns regarding network efficiency and potential network congestion associated with certain applications, and Apple takes such concerns into consideration,” the company told the FCC.
Beyond the Google Voice dustup, however, we now have a broader understanding of how the App Store works. First of all, it’s a monstrous administrative challenge. Apple says it receives 8,500 new applications and updates to existing ones every week. There are 40 people responsible for reviewing every application submitted and each app gets reviewed by two people. Eighty percent are approved as submitted with no changes necessary, and 95 percent of applications are approved in two weeks or less. In total, since the App Store was opened last year, Apple says it has evaluated 200,000 apps and updates.
If you do the actual math, the task is sort of mind-boggling. Forty people looking at 8,500 apps and updates during a regular five-day work week comes out to approximately 212 apps per week. But since each app gets evaluated by two different people, that doubles the load to 424 apps per week, or about 85 apps per day. Assuming a standard eight-hour workday (which, let’s be honest, is probably not what these employees are getting away with), that comes out to each member of the App Store team reviewing an app every six minutes. So, it’s understandable that some apps that violate the rules might accidentally get by the reviewer.
For the controversial or otherwise special cases, Apple has established an App Store “executive review board.” While there’s no mention of how many members there are, we do know it’s made up of senior management responsible for the App Store who meet weekly to determine review process policy as well as take a look at applications that “raise new or complex issues.”
The things the reviewers check for when apps are submitted: Buggy software, apps that crash too much, use of unauthorized APIs (Google, apparently, excepted), privacy violation, inappropriate content for children, and anything that “degrades the core experience of the iPhone.”
Apple is also obligated by a contract with AT&T as its exclusive carrier in the US to weed out apps that allow iPhone owners to make VoIP calls without AT&T’s express permission, or any that violate the carrier’s terms of service. This included SlingPlayer Mobile, which was rejected by Apple and only allowed to use the iPhone’s Wi-Fi and not its 3G cellular signal. Apple says in the letter that the Sling app, which allows video content from a set-top box to be watched remotely, was rejected “because redirecting a TV signal to an iPhone using AT&T’s cellular network is prohibited by AT&T’s customer Terms of Service.”
AT&T said much the same thing back in May when the application’s Wi-Fi-only mode created a stir when it finally made it to the App Store.
Apple has started in recent weeks to acknowledge the often confusing and frustrating process that the App Store had become for developers and consumers, including some public communication from Apple Chief Marketing Officer Phil Schiller to developers and a blogger. But this is the first real look at how the process works.
“We’re covering new ground and doing things that had never been done before. Many of the issues we face are difficult and new, and while we may make occasional mistakes, we try to learn from them and continually improve,” Apple’s Friday statement reads.
Originally posted at CNET News
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